1. Increase the number of filling lights (reducing the values to compensate light) to create a more dense "lighting grid". This would take more time to do and more tests. It also needed adjusting new lights to morphology and colours from the scene and test it all over again.

Or

2. Delete all blue lights, add a sky (dome), delete any yellow and bottom lights, and activate any support from the radiosity engine (minimum difussion) and use only 1-2 tests to adjust the lighting exposure. The engine would draw all bouncing shadows for me while I sleep...

I choose the 2nd option. This increased rendering time a lot the, but wasn't a problem for a still image. It also saved me from many more tests and working on obtaining more detailed image.

When you look at the images in general, they are similar, but radiosity shows more details.

That's all.

I think was easy but not fast (modelling it's a lot easy, is basically assembling primitives work, and extrude work) but was complex to manage due at the amount of objects.